ScummVM API documentation
script_life_v2.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef TWINE_SCRIPTLIFEV2_H
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#define TWINE_SCRIPTLIFEV2_H
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#include "twine/script/script_life.h"
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namespace
TwinE
{
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class
TwinEEngine;
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class
ScriptLifeV2
:
public
ScriptLife
{
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private
:
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static
int16 searchOffsetTrack(
ActorStruct
*ptrobj, uint8 label);
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static
void
cleanTrack(
ActorStruct
*ptrobj);
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public
:
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static
int32 lPLAY_MUSIC(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lTRACK_TO_VAR_GAME(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lVAR_GAME_TO_TRACK(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lANIM_TEXTURE(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lADD_MESSAGE_OBJ(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lADD_MESSAGE(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lBUBBLE(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lNO_CHOC(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSAVE_HERO(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lRESTORE_HERO(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lCINEMA_MODE(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lESCALATOR(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lRAIN(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lCAMERA_CENTER(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSET_CAMERA(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSHADOW_OBJ(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lPLAY_ACF(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lECLAIR(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lINIT_BUGGY(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lMEMO_ARDOISE(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSET_CHANGE_CUBE(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lMESSAGE_ZOE(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lFADE_TO_PAL(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lACTION(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSET_FRAME(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSET_SPRITE(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSET_FRAME_3DS(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lIMPACT_OBJ(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lIMPACT_POINT(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lPALETTE(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lLADDER(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSET_ARMOR(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSET_ARMOR_OBJ(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lADD_LIFE_POINT_OBJ(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSTATE_INVENTORY(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lAND_IF(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSWITCH(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lOR_CASE (
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lCASE(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lDEFAULT(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lBREAK(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lEND_SWITCH(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSET_HIT_ZONE(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSAVE_COMPORTEMENT(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lRESTORE_COMPORTEMENT(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSAMPLE(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSAMPLE_RND(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSAMPLE_ALWAYS(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSAMPLE_STOP (
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lREPEAT_SAMPLE(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lBACKGROUND(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lADD_VAR_GAME(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSUB_VAR_GAME(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lADD_VAR_CUBE(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSUB_VAR_CUBE(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSET_RAIL(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lINVERSE_BETA(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lNO_BODY(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSTOP_L_TRACK_OBJ(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lRESTORE_L_TRACK_OBJ(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSAVE_COMPORTEMENT_OBJ(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lRESTORE_COMPORTEMENT_OBJ(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSPY(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lDEBUG(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lDEBUG_OBJ(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lPOPCORN(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lFLOW_POINT(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lFLOW_OBJ (
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSET_ANIM_DIAL(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lPCX(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lEND_MESSAGE(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lEND_MESSAGE_OBJ(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lPARM_SAMPLE(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lNEW_SAMPLE (
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lPOS_OBJ_AROUND(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lPCX_MESS_OBJ(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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static
int32 lSET_FLAG_GAME(
TwinEEngine
*engine,
LifeScriptContext
&ctx);
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ScriptLifeV2
(
TwinEEngine
*engine);
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};
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}
// namespace TwinE
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#endif
TwinE::ActorStruct
Definition:
actor.h:143
TwinE::LifeScriptContext
Definition:
script_life.h:30
TwinE::ScriptLife
Definition:
script_life.h:71
TwinE::TwinEEngine
Definition:
twine.h:207
TwinE
Definition:
achievements_tables.h:27
TwinE::ScriptLifeV2
Definition:
script_life_v2.h:31
engines
twine
script
script_life_v2.h
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